Best way to approach this override.
#1
Posté 23 janvier 2010 - 07:56
I have this module, it adds 4 new spells. One of those spells gives the mage a stealthing ability. To make this work, I had to edit sys_stealth_h, and add my own scripts for the abilities.
My problem is, I'm ok with overriding sys_stealth_h, but the only way I can get the effects to work is to compile rules_core, which references the sys file to make stealth work.
So what I'm asking is, is what is the best approach to take to make this mod a little more friendly for distribution? I'm not actually changing anything in rules_core or the events it uses to check stealth, but I am changing it's header file. Is my only option here to compile/distribute rules_core, or make custom event handlers for attack, perceive, use_ability (popular events that other mods may also overwrite and/or possibly affect performance in a battle)?
Any help would be much appreciated.
By the way, this stealth functions slightly different than rogue stealth, so just cheating and adding those stealthing abilities to a mage character is not what I'm going for.
#2
Posté 23 janvier 2010 - 11:16
Toryss wrote...
Hey people who are much better scripters than I,
I have this module, it adds 4 new spells. One of those spells gives the mage a stealthing ability. To make this work, I had to edit sys_stealth_h, and add my own scripts for the abilities.
My problem is, I'm ok with overriding sys_stealth_h, but the only way I can get the effects to work is to compile rules_core, which references the sys file to make stealth work.
So what I'm asking is, is what is the best approach to take to make this mod a little more friendly for distribution? I'm not actually changing anything in rules_core or the events it uses to check stealth, but I am changing it's header file. Is my only option here to compile/distribute rules_core, or make custom event handlers for attack, perceive, use_ability (popular events that other mods may also overwrite and/or possibly affect performance in a battle)?
Any help would be much appreciated.
By the way, this stealth functions slightly different than rogue stealth, so just cheating and adding those stealthing abilities to a mage character is not what I'm going for.
Basically you have your own module which extends the single player campaign.
THen you setup an event override. This tutorial helped me and now I don't touch core files at all
http://social.biowar.../Event_override





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